Hammer of Justice
Defense
AC: 19, touch 9, flat-footed 19 (+8 armor, –1 Dex, +2 shield)
HP: 62 (5d10+30)
Fort: +8 Ref: +0 Will: +6, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: defensive training (+4 dodge bonus to AC vs. giants)
Offense
Speed: 20 ft.
Melee: +1 warhammer +9 (1d8+3/×3)
Ranged: mwk light crossbow +5 (1d8/19–20)
Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 12, 3d6), smite evil 2/day (+0 attack and AC, +5 damage)
Spell-Like Abilities: (CL 5th; concentration +5) At will—detect evil
Spells Prepared: (CL 2nd; concentration +2) 1st—divine favor
Statistics
Str: 14 Dex: 8 Con: 18 Int: 10 Wis: 14 Cha: 11
Base Atk: +5 CMB: +7 CMD: 16 (20 vs. bull rush or trip)
Feats: Power Attack, Toughness, Weapon Focus (warhammer)
Skills: Craft (weapons) +4, Knowledge (religion) +5, Perception +7 (+9 to notice unusual stonework), Sleight of Hand +1
SQ: aura, code of conduct, divine bond (weapon +1, 1/day), lay on hands (2d6, 2/day), mercy (sickened)
Languages: Common, Dwarven
Combat Gear: potion of shield of faith
Other Gear: half-plate, heavy steel shield, +1 warhammer, masterwork light crossbow with 10 bolts, silver holy symbol, 107 gp
Description
Dwarf paladin of Torag 5
During Combat: The paladin prefers melee. He uses Power Attack if easily able to hit opponents, and his divine bond to give his weapon the flaming property.
A hammer of justice lives to crush evil with his divinely enhanced weapon, and is beholden to none but his god.
Source: NPC Codex, p. 114
